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pcsx-reloaded source (https://github.com/iCatButler/pcsxr @ 2/11/2020) happhazzardly hacked together with the agemo psx debugger code (https://www.romhacking.net/utilities/475/)
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jack4455667788/pcsx-reloaded-agemo-psxdebugger
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PCSX-Reloaded ------------------------------- PCSX-Reloaded is a forked version of the dead PCSX emulator, with a nicer interface and several improvements to stability and functionality. PCSX-Reloaded uses the PSEMU plugin interface to provide most functionality; without them, you will not be able to use it to play games. PCSX-Reloaded provides a number of plugins to provide basic functionality out of the box. PCSX-Reloaded has a very capable Internal HLE BIOS that can run many games without problems. It is recommended that you use it. However, if you own a real PlayStation, you may be able to use your own BIOS image. PCSX-Reloaded will find it in ~/.pcsx/bios/ or /usr/share/psemu/bios/ if you place it there. This can improve compatibility, especially with certain games and with the use of memory cards. See the doc/ folder in the source, or /usr/share/doc/pcsx/ on Debian systems, for more detailed information on PCSX-Reloaded. A UNIX manpage is also available. __________________________________________________________ Agemo debugger hack (Only modified for Win32) - The ONLY open source psx emmulator with debugger (that I am aware of)! Agemo PSX Debugger code very roughly hacked back in from an ancient version of pcsx (not reloaded) that I could not get working with any available plugin I could find (potentially due to my system being win7 and/or 64-bit) The debugger mostly works now. If you run in dynarec mode (i.e. WITHOUT the Configuration --> CPU --> "Enable Interpreter CPU" checkbox checked) you may well miss breakpoints. Currently the breakpoints all rely on psxmemwrite and psxmemread calls which are not always used in dynarec mode (it will never be quite as fast as directly writing to memory without any routines like those). If you want completely reliable breakpoints, use interpreter mode. If you run into stuttering / glitched sound issues, try editing the sound settings to be lowest resource usage possible. Currently the read function (which I added for my purposes - determining that a joker code was wrong!!!) is hardcoded to only return 2 bytes. This is one of many desirable debugger functions that leave a lot to be desired. If you want the dump function to work, you must have a folder named "dump" (no quotes) in the same folder as the executable (pcsx). If you want save states to work you need a folder named "sstates" in the same location. The pre-compiled windows binaries can be found for use in this repo under win32/build/debug. Things that work : Memory Range Breakpoints (read and write) PC execute breakpoints Memory value breakpoint (only 1 byte supported currently) memory dumps (ram, vram, and bios) Pause/Resume gameplay asm logging to file (asm.log found in root of pcsx executable directory) Known Bugs / Issues : Because of the way the debug routine works, duplicates of assembly instructions are found in the log (if checkbox is enabled on debugger window) and in the dialog box in the debugger window. No memory viewer :( and the read function in the register only returns 2 bytes (they are byte-swapped from what is actually found in the dumps / memory) Dynarec mode doesn't work (always, it works sometimes...) with breakpoints. Best stay in interpreter mode for now.
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pcsx-reloaded source (https://github.com/iCatButler/pcsxr @ 2/11/2020) happhazzardly hacked together with the agemo psx debugger code (https://www.romhacking.net/utilities/475/)
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